Aimbots
Wambot 2.1
Wambot 2.0
Wambot 1.5
Wambot 1.4
Wambot 1.3
Wambot 1.2
I-Bot 1.1
Wallhacks
PeRmUtAtIoN v3
Transparent Colored Walls by Virussss
VS Multihack
Flame AA 2.0 Hack with Loader
Apoc. OPEN GL *Menu Hack*
Apoc 2!
Revolution v1
Wallhack Related
Retribution Source
Modifications
Phunky Ammo
Willy Sport Jeep
Big Guns
User-Shotgun
No Recoil
Night Mode
No Smoke From Nades
Issisx Waterfall
High Visbility
Clear View/No Fog
GIANT WEAPON mod
Animated Crosshair
(Right Click, Save Target As, Save)Colored Nades!
BIG Rocket
Blood Mod
Eye4Eye Spectator View
Scope Pack
Scripts and Script Packs
S7atic's Badass Script Pack
Run/ Crouch Script
Spam Script
Paladin's Pack 2.0
Callvote Script
Ultimate Script Pack Menu
Spin Script
Freeze Script
Landsharking Script Landsharking v2
Enigma Script Pack (Blitzkrieg)
New Vote Script
Church Steps Script
Church Roof Script
Enigma 2.5 [PanzerSquad]
Easy Church Roof
Freeze Script
Leanings
Quick Pistol/ Quick Nade
Recoil Script
Cham Skins
n3o's No Fog
Animated Chams by MPowell
Cham Weapon Skins
Cham Nades and Health
Red Glowing Skins
Enigma 2.5 [PanzerSquad]
Evo Menu
Miscellaneous
Tech MOHAA
No Intro
Map Exploits
HUD
C00kies Force Models
In-Game Clock
IP Changer/ScramblerCompass
New Recoil
In Game Server Browser
Winamp 1.0 [beta]
Spawn Patch
Ent. Hack
Changed Retribution
Virusss Wallhack
"Basic Wallhack"
Hammer's Wallhack
Trigger bots
OGC Aimbot
Flame AA Trigger Bot
Paladin's "Trigger Bot Enhanced"
Bypasses
Pandora 1.0.4 Bypass
Anti-Cheat Tool *To Test Bypass*
ACA Update
ACA with Menu
ACA Update (newest)[Public]
Tutorials
Advanced Scripting Tutorial
Basic Scripting Tutorial
Hex Editing Tutorial
Changing Projectiles Tutorial
Menu Creating Tut. Pt2
Menu Creating Tut pt1
Menu Creating Tut pt3
Medal of Honor - OpenGL Hack Code
No Fog -- Been done before, but I reinvented the wheel and did it myself this time. Thanks to me.
Go ahead and hook glBegin. Then, if your no fog hack is turned on, do a glDisable(GL_FOG)
Normal Wallhack
It only makes the walls transparent. Not very helpful...but if you added in model recognition, then you could just use the hack when the current model being drawn is a player, etc. What you do, is hook glBegin, and glDisable(GL_DEPTH_TEST)
Zoom on all weapons! -- Thanks to a post over at G-D by b0x
For this one, you hook glViewport, then do the following. I can't quite follow all the code, but basically, you call some functions, then the actual zooming is the glFrustrum(I think, I'm a n00b to OGL, so double check me) call. Here's how I did it in iOGLv1.0.
OpenGL Chams -- Thanks to PAS312 for releasing his source. :p This is HIGHLY cut though. Only does the normal color thing, not all the other 1337 stuff in his hack.
Hook glDrawElements, and make sure your model rec is all working. Then, if it's drawing a player, do the following:
What this does, is disable depth testing so that your color is drawn through walls. Then, it calls the custom color function from PAS312's source. Then, it draws by calling the original glDrawElements. After this is done, it enables depth testing so that the next color IS NOT drawn through walls. Then, it calls the color is drawn(a different color, duh, it's chams).
Ballhack -- Thanks to a post by Banana at GD.
Okay. Make sure you have your model recognition down. Create a bool for toggling whether or not to draw the ballhack. Here's a nice function that will draw a ball for you. Different color for each team. You can easily change it if you know very little OpenGL. This si basically what pasOGLv2 had, but the function is different. I just thought it was a good idea to keep it in a function.
Now, you should have glDrawElements hooked. Here's where the model rec comes in. What you do, is check and see if it's drawing a player(I use bools called ALLIES and AXIS as you can see in the above function. If you know how to do model rec, then you can figure out how to change this code to suit you.), then call the Ball function with the x,y,z coordinates you want. I'd stick with 1,1,HEIGHT. HEIGHT is the only thing you'd change. It's how high above the model it's drawn. 0 would be the ground, 90-100 would be on the head. I go with slightly above the head, so it's like an avatar. But anyways...That's all you need to do. You can customize it of course. You can make the ball bigger by changing the second argument to gluSphere. One cool thing would be to change the balls to the actual avatars that the game uses...
Go ahead and hook glBegin. Then, if your no fog hack is turned on, do a glDisable(GL_FOG)
Normal Wallhack
It only makes the walls transparent. Not very helpful...but if you added in model recognition, then you could just use the hack when the current model being drawn is a player, etc. What you do, is hook glBegin, and glDisable(GL_DEPTH_TEST)
Zoom on all weapons! -- Thanks to a post over at G-D by b0x
For this one, you hook glViewport, then do the following. I can't quite follow all the code, but basically, you call some functions, then the actual zooming is the glFrustrum(I think, I'm a n00b to OGL, so double check me) call. Here's how I did it in iOGLv1.0.
OpenGL Chams -- Thanks to PAS312 for releasing his source. :p This is HIGHLY cut though. Only does the normal color thing, not all the other 1337 stuff in his hack.
Hook glDrawElements, and make sure your model rec is all working. Then, if it's drawing a player, do the following:
What this does, is disable depth testing so that your color is drawn through walls. Then, it calls the custom color function from PAS312's source. Then, it draws by calling the original glDrawElements. After this is done, it enables depth testing so that the next color IS NOT drawn through walls. Then, it calls the color is drawn(a different color, duh, it's chams).
Ballhack -- Thanks to a post by Banana at GD.
Okay. Make sure you have your model recognition down. Create a bool for toggling whether or not to draw the ballhack. Here's a nice function that will draw a ball for you. Different color for each team. You can easily change it if you know very little OpenGL. This si basically what pasOGLv2 had, but the function is different. I just thought it was a good idea to keep it in a function.
Now, you should have glDrawElements hooked. Here's where the model rec comes in. What you do, is check and see if it's drawing a player(I use bools called ALLIES and AXIS as you can see in the above function. If you know how to do model rec, then you can figure out how to change this code to suit you.), then call the Ball function with the x,y,z coordinates you want. I'd stick with 1,1,HEIGHT. HEIGHT is the only thing you'd change. It's how high above the model it's drawn. 0 would be the ground, 90-100 would be on the head. I go with slightly above the head, so it's like an avatar. But anyways...That's all you need to do. You can customize it of course. You can make the ball bigger by changing the second argument to gluSphere. One cool thing would be to change the balls to the actual avatars that the game uses...
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